Dashboard
Registrar And Training Division

Student Growth

The Academy-facing procedure for creating a new cadet, recording base stats, calculating derived values, and advancing through XP, JP, Class Credits, and class certification.

Cadets can earn field experience anywhere, but enrollment changes and level-ups require Academy-style review, study, and record synchronization.

01

Register Cadet

Choose a name, species, biography, and base squad: Infantry, Scout, Acolyte, or Sage.

02

Assign Core Stats

Distribute 70 points across STR, CON, AGI, DEX, INT, and SPR. No starting stat may be below 2 or above 26.

03

Calculate Records

Use primary stats, species adjustments, gear, and abilities to calculate derived stats, attack totals, and defense totals.

04

Advance Through Study

Spend XP at approved training sites to gain Class Credits, JP, and class certification.

Enrollment Procedure

Creating A New Student

1
Record the cadet's name, species, visible traits, background, and personal biography.
2
Select a base squad: Infantry, Scout, Acolyte, or Sage. Chemist is a special learned class and is not selected as a normal starting squad.
3
Distribute 70 points across the six core stats. Starting stats cannot go below 2 or above 26 before later bonuses or penalties are applied.
4
Apply species and Fauna subtype adjustments, if any.
5
Calculate derived stats, starting resources, starting abilities, and base combat rolls.
6
Submit the completed cadet sheet for GM approval before entering active Academy records.
Core Stat Array

Primary Stats

Core stats define the cadet's natural strengths. A score of 10 is the ordinary baseline. Stat modifiers change in increments of 3 from that baseline.

StatMeaningCommon Uses
STRStrengthMelee attacks, brute force, physical power.
CONConstitutionHP, endurance, bodily resilience, surviving trauma.
AGIAgilitySpeed, movement, turn frequency, quick physical response.
DEXDexterityAccuracy, ranged precision, nimbleness, athletic control.
INTIntellectMagic, elemental ability, study, knowledge retention.
SPRSpiritSpiritual affinity, healing, body-soul resonance, KI expression.
Species Registration

Human And Fauna Cadets

Cadets may register as Human or Fauna. Fauna are humanoids with animal archetype influence. Their visible animal influence can be as subtle or pronounced as the player wants, but the chosen subtype determines the stat adjustment.

SubtypeAdjustmentIdentity
Brute Fauna+3 STR, +3 CON, -3 AGI, -3 DEXPowerful and durable bodies suited to impact and endurance.
Mind Fauna+3 INT, +3 SPR, -3 DEX, -3 STRContemplative, observant, and spiritually attuned.
Speed Fauna+3 AGI, +3 DEX, -3 CON, -3 STRQuick, evasive, and precise.
Savage Fauna+3 STR, +3 AGI, +3 DEX, -3 CON, -3 INT, -3 SPRPredatory, aggressive, and physically intense.
Silent Fauna+3 INT, +3 SPR, +3 AGI, -3 DEX, -3 STR, -3 CONUnobtrusive, watchful, and difficult to notice.
Cadet Record Calculations

Derived Stats

Derived stats are calculated from core stats, gear, class features, conditions, and outside modifiers.

StatNameFormula / Rule
FORFortitudePhysical conditioning. Base formula: 1 + STR/CON/AGI bonus.
WILWillMental and spiritual conditioning. Base formula: 1 + DEX/INT/SPR bonus.
CHACharismaSocial influence. Base formula: 1 + INT bonus + WIL + Fame.
MVMoveDistance traveled in one turn. Base formula: 3 + 1 per 3 AGI bonus.
APAction PointsHow quickly the turn meter fills. Base formula: 6 + 1 per 2 AGI bonus.
ASSAssist PowerBonus applied when assisting allies. Base value: 1.
PRPhysical ResistanceReduces physical damage. Base formula: 5 + FOR.
BRKBreakArmor-breaking force. Base value: 1.
MRMagical ResistanceReduces magical damage. Base formula: 5 + WIL.
FameReputationThe world's opinion of the cadet according to deeds, misdeeds, and public record.
HPHit PointsHealth and survivability. Base formula: (9 + Level + CON total / 2) x 2.
ARArmor RatingDamage shield before HP damage becomes more dangerous. Base value: 10 before gear and effects.
KIKi / EnergyResource for magical and elemental abilities. Base formula: 10 + (INT total - 10) + (SPR total - 10).
Elemental Affinity

Element Cycle

Elemental affinities affect how strongly a cadet expresses, resists, or suffers from elemental effects. The current cycle is:

Fire beats Air Air beats Earth Earth beats Water Water beats Fire Spiritual affinity is KI-based and is not part of the four-element weakness cycle.
Starting Resources

New Cadet Issue

Credits
Each new cadet starts with 1,000 Credits.
JP
Each new cadet starts with 100 JP.
Rest
All cadets know Rest: spend 80 AP, skip the turn, restore 1d4 HP and 1 KI.
Gear
Initial purchases are selected from the Armory according to class, weapon permissions, and available credits.
Initial Combat Records

Attack And Defense Totals

Use these records to prepare the numbers used by the Game Rules Console. Attacks do not roll 1d20 to hit. First calculate raw damage, then roll the d20 effectiveness check.

RecordFormulaUse
Attack TotalAttack stat + weapon DAM + proficiency + bonusesUsed for physical or magical HP attacks.
Defense TotalAR + PR for physical attacks, or AR + MR for magical attacksSubtracted from Attack Total to determine raw HP damage.
Raw DamageAttack Total - Defense Total, minimum 1Calculated before the d20 effectiveness roll.
BRK AttackBRK + proficiency + bonusesReduces AR only. BRK attacks do not deal HP damage directly.
Effectivenessd20 after damage is calculated: 1-6 glancing, 7-19 regular, 20 criticalApplies the final damage modifier after raw damage or BRK damage is known.
Advancement XP

XP Cost And Overflow

A cadet's level-up cost is equal to their current level x 1,000 XP. Player sheets track current XP toward the next level. When a cadet completes a level-up, subtract the level-up cost from current XP and carry any remaining XP forward.

Current LevelLevel-Up CostDestination
Level 11,000 XPLevel 2
Level 22,000 XPLevel 3
Level 33,000 XPLevel 4
Level 44,000 XPLevel 5
Level 55,000 XPLevel 6
Level 66,000 XPLevel 7
Level 77,000 XPLevel 8
Level 88,000 XPLevel 9
Level 99,000 XPLevel 10
Academy Training Rule

No Mid-Operation Leveling

XP may exceed the level-up cost while a cadet is deployed. The level is not gained until the cadet can spend training time at Mantodean Academy, an Academy field post, instructor station, guild school, temple archive, military outpost, or equivalent GM-approved site.

This represents supervised study, combat review, recall beacon recalibration, and the Academy stabilizing field growth into lasting advancement.

Core Stat Training

2 Class Credits

When a cadet finalizes a level-up, they gain 2 Class Credits. Each credit increases one core stat by +1.

Core stats: STR, CON, AGI, DEX, INT, SPR Both credits may be spent on the same stat unless a class or GM ruling says otherwise. Level-up Class Credits cannot raise a core stat above 40.

Stats may exceed 40 through gear, class features, buffs, blessings, mutations, story rewards, special titles, rare training, or magical effects.

Job Points

JP Award

When a cadet gains a new level, they receive Job Points equal to the level they just reached x 1,000.

Level 2
Gain 2,000 JP.
Level 5
Gain 5,000 JP.
Level 10
Gain 10,000 JP.

JP represents practical technique insight gathered through missions and translated into drills, forms, formulas, rites, and combat habits during training.

Academy Certification

One Standard Class Level

Each time a cadet finalizes a player level, they receive 1 Class Level to assign to one eligible standard class. A cadet may only gain one standard class level per player level total across all standard classes, no matter how much JP they have saved.

Special classes such as Chemist are learned through alternate paths and do not count against this standard class-level limit unless stated otherwise.

Final Checklist

Level-Up Procedure

1
Confirm current XP meets or exceeds current level x 1,000 XP.
2
Confirm the cadet is at an Academy-style training location and not mid-operation.
3
Raise player level by 1, subtract the XP cost, and carry overflow forward.
4
Gain 2 Class Credits and spend them on STR, CON, AGI, DEX, INT, or SPR, respecting the training cap of 40.
5
Gain JP equal to the new level x 1,000.
6
Assign 1 standard Class Level to an eligible class, or follow the unlock rules for any special class gained by another method.
7
Update the character sheet, class records, ability notes, and any table tools used by the campaign.